Ok just going to throw some concepts out for this card based game. Again, just going to draw from Magic the Gathering as it is one of the pioneers in this system.
We would like some customization in an MMO. So players can choose various elemental forces to specialize themselves. So players can either start as an adventurer with no special card sets, however they are more flexible with what they can use. Downside as an adventurer is that they are less likely to use more powerful skills/summons that demand several lands of a specific element. Those that desire a special elemental build can unleash mega skills of that element, but may find themselves at a disadvantage from certain foes. Suppose a Mountain Red Mage goes up against a foe with cards that inhibit mountain/red cards, etc.
Professions - even though not the favorite of skill based gamers, could be pre made builds for players to start with. Here are some examples:
Warrior - Perhaps a couple of cards of each land: Plains, Island, Mountain, Swamp, Forest. however they only get artifact creature cards to use. To balance this restriction, the warrior has a higher hit point pool and has more personal attack and defense skills than other professions. More on personal combat later.
Paladin - Similar to the warrior, but only allowed to use White soldier and aura cards
Dread Knight - Similar to warrior, starts with Black soldier and aura cards
Ranger - Warrior + Green Solider and aura Cards
Rogue - Has a card set of sorceries/instants that involve assasination, stealing opponents cards and evading personal damage
Priest - card set of white cards
Druid - Green cards
Necromancer - Black cards
Illusionist- Blue cards
Magus - Red cards
Obviously the possibilites are limitless . Shaman (White/Red set), Oracle ( Blue/Green), Wizard (Blue/Red), Witch (Black/Blue) Monk (White/Green), etc.
Ok Point being there is plenty of room for players who want their own gaming style. Play an adventurer and pick and choose what you want to put in your deck. Or be a specialist of sorts and be more limited but access to elite skills of your profession.
The next thing is why would I play a warrior with little access to other cards than a magus with acess to all red cards?
Here is where your personal avatar comes in. As a warrior, your life points is higher. Lets say all players start at 20 life points. A warrior starts at 30 points. There is more:
The warrior acts as his own permanently summoned card. He can attack anything on the field, including the opponent. He is limited only by his attack cooldown button. The damage he inflicts depends on what weapon he is wielding. And he can wield artifacts to enhance his damage output. Lets say a Warriors base damage is 1 per level. The warrior cannot be assasinated, controlled, enchanted or removed from play like other cards. He can be physically blocked (unless artifact equipment is worn). Warriors also are granted additional actions as they progress. All the other classes only receive one action. This means they have access to physical skills no other can. For example he may attack the opponent and completely block the next incoming attack. So while very restricted in card access the warrior takes to the battlefield himself and revels in it.
MMO stats play less a role in these types of games, but it can add another dimension to the game if they did play a role. How?
Strength may influence the amount of physical damage the avatar can inflict.
Intelligence may influence the amount of total cards a player can have ready in his deck.
Wisdom may influence the maximum amount of cards a player can draw (not including modifiers)
Dexterity may influence the chance to partially evade damage from physical attacks. Rogues may get a special chance to evade all damage on one attack they choose per encounter.
Consitution influences the amount of life points one has and how many they receive per level
Charisma influences NPCs, factions, card costs, and role playing aspects like quests.
Luck is just that. Influences drops and any rolls or random calculations in the game are tilted to your favor.
Armor rating - a percentage calculation which provides an avatar a chance to mitigate damage. The higher the armor rating, the higher chance that any physical damage inflicted on you is lessened.

MMORPG.com writes:
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